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Messages - Karax

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1
Thanks again! Super useful information :)

2
Oh, that is really good to know too! So is it mainly in diffuse/albedo maps that Gamma Automatic should be used?

3
Ok, thanks a lot for the help! I'll keep the 16-bit bit depth for displacement maps and always use Gamma 1 for them.

4
Thanks for the reply! As romullus wrote, the difference was in the gaps between the background wall and the ground and also below the person's feet.

No, I had CoronaPhysicalMtl both before and after the conversion. But things got solved now when I switched to Gamma override: 1.

Hi,

Honestly, the displacement (the effect, the amount of it) looks the same to me.
What you observe, I think, is the surface brightness/reflectivity change. Maybe I am wrong.

My guess is that it was CoronaLegacyMtl originally, at the converter converted it to CoronaPhysicalMtl and hence the result, be it intended or not.

The image gamma is usually set up when loading it, in the load window.

5
Yes I noticed the material editor previewes too and agree that it is strange that only the CoronaBitmap with Automatic behaves differently. Btw, I drew the yellow line wrong in my last image - it should be like in this new image instead (even though this does not make things less strange)

Ok, so the TIF format should be avoided for displacement maps then? The material I use here is one I bought from Textures.com and in most of their materials there seems to be TIF images for all bitmaps, including the height/displacement map. Do you recommend using 16-bit images for displacement maps, but in another format, like PNG? Or does 8 bit JPG-s work equally well?

Before trying this solution with Gamma Override: 1, I got different results in the rendering when using a 16-bit TIF image for the displacement map, compared to an 8-bit JPG, but now with the Gamma override, there is no difference anymore if I use a JPG.

6
Ah yes, this solved it! I changed to "Override: 1.0" in the CoronaBitmap and now it looks the same as the standard Bitmap.

So, when using standard 3ds Max bitmaps there seems to be no difference between choosing "Automatic" or "Override: 1.0" regarding displacement, but for CoronaBitmaps there is a difference. In the attached image the 3 bitmap nodes within the yellow line all give the same result in the rendering (no gaps between the background wall and the ground, or below the person's feet.)

I have been using standard Bitmaps until now in most of my materials. If I start using CoronaBitmaps instead, I need to always choose Override: 1.0 for displacement maps then, right?

7
Here are the settings in the both bitmap nodes

8
Thanks for the reply! Where do you mean I should check the gamma value? The bitmap is connected to a CoronaColorCorrect node in the material editor, where the gamma is set to 1, but I have not modified this value between the two renders. The default gamma value in Rendering/Color Management in 3ds Max is not altered between the renders either. Also, I have not touched any settings in the bitmap nodes themselves.

9
Hi!
I used the Corona Converter to convert standard 3ds Max Bitmaps to CoronaBitmaps in a CoronaPhysical material and noticed that I got a different looking result on the displacement afterwards. See the attached image. The displacement map is a 16 bit tif image, the Min level/Max level values in the material are: -3.0 cm and 3 cm and I use default settings in both the 3ds Max bitmap and CoronaBitmap.

Does anyone know what could be the reason for this difference?

10
Hi! When cloning regular objects in Max, there are benefits of creating instances rather than normal copies, concerning file size, scene load/save times etc. But what about Corona proxies, are there any performance benefits of cloning these as instances? Normal copies of Corona proxies will still reference just one .cgeo-file, so perhaps they are just as efficient as instances in this case?

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